Re: ....
Deadmeat, we need to get past these psycologically induced illusions that plague your conscious thinking. I suggest you start here:
http://www.nsf.gov/od/lpa/news/publicat/frontier/6-96/6illusio.htm
DeadmeatGA said:
What I meant is that software guys design the "architecture", hardware guys come up with the "implementation" of the architecture...
What? No they don't - hardware companies have specific teams that do nothing but advanced product placement. When was the last time a software engineer told IBM or Intel how it's going to be done?
DeadmeatGA said:
Sony didn't beg for CELL, I don't think Sony headquarter even likes CELL. It's all Kutaragi's doing..
See above link to psychological diagnosis.
EDIT: You do realize that
Cell, if it suceeds, will be a turning point in the companies history. Have you even heard Kunitake Ando talk in the last year?
DeadmeatGA said:
Here is my version of CELL chronology.
This will be fun.
DeadmeatGA said:
. While contemplating about next PSX in his head, Kutaragi visits IBM on a business trip and sees Blue Gene CELL program in 1999.
2. Kutaragi is impressed with IBM"s work and decides that this is the direction his next playstation should be going
Kutaragi went to IBM first in 2000, having proposed his idea for a radically new architecture based on distibuted computing and data sharing to IBM after negotiations with Toshiba. Blue Gene hardly had the infleunce you think - I (among others) initially anticipated there was a link due to the name, goal, et al. What is subsequently found is that the
Cellular Computing theory is hardly embodied in the praxis that is PS3's
Cell. It's neither small, nor cheap (in logic). Just compare them,
Cell is much more coarsly grained in execution units and hierarchial - hardly Blue Gene like.
DeadmeatGA said:
3. Instead of adapting pure CELL, Kutaragi negociates to CELLtize PSX2 VUs to claim big performance numbers.
There is no architectural commonality between then threw phsycial IP resuse AFAIK. This is all your biased head filling in all you don't know (which is alot my friend).
DeadmeatGA said:
. Kutaragi and IBM announces the VU CELL on March 2001 and the rest is history.
Umm, this is true - but the only part of your timeline that you didn't think up... go figure.
DeadmeatGA said:
Now, we have the worst combination of two previous architectures without the abstraction to remedy the situation; the explicit parallelism of BlueGene CELL with assembly coding of PSX2 VU. Developers are going to have one hell of a bumpy ride with their PSX3 development.
What? Making blanket statements with no grounds in reality are reserved for Chap on these boards...
DeadmeatGA said:
But the Saturn architecture did influence PSX2 greatly.
< Hits head on wall > Ketchup is red, Salsa is red... Ketchup influenced Salsa. Good times....
DeadmeatGA said:
Both are designed on same architectural principle, a distributed processing architecture built around a powerful DMA engine shifting data around. The thinking behind PSX2 architecture is very different from PSX1 and shows a strong Saturn influence.
It's different? the Graphic Synthesizer is built on the reuse of PS1's IP.
The Emotion Engine hardly shows a "strong Saturn Influence." Try the work of Diefendorff, or Mike Raam, or even go back the the initial IEEE paper by Kutaragi (A Microprocessor with 128b CPU, 10 Floating-Point MACs, 4 Floating-Point Dividers, and MPEG2 Decoder) and tell me where it accredits anything. Similarly look to papers by SCE and Toshina engineers such as Sukuoki, Oka, Ide, Tago and Murakami.
I fail to see it... want to know why? Because your full of shit.
DeadmeatGA said:
I can clearly tell one of PSX2's VUs was a last minute add on in an attempt to boost geometric processing numbers against DC. I suspect it is VU1.
I can clearly call Bullshit.
K. Kutaragi, et. al.,
"A Microprocessor with 128b CPU, 10 Floating-Point MACs, 4 Floating-Point Dividers, and MPEG2 Decoder", in 1999 IEEE International Solid-State Circuits Conference, Feb 15-17 1999, San Francisco CA
A. Kunimatsu et al.,
“5.5 GFLOPS Vector Units for Emotion Synthesis,†Hot Chips 11 Conf. Record, Aug. 1999, pp. 71-82.
N. Ide et al.,
“2.44 GFLOPS 300MHz Floating-Point vector Processing Unit for High-Performance 3D Graphics Computing,†Proc. European Solid-State Circuits Conf. of CMOS logic VLSI chips. (ESSCIRC 99), Editions Frontieres, Gif-sur-Yvette, France, ISBN 2-86332-246-X, 1999.
pp. 106-109.
You do realize the entire Emotion Engine was presented in complete in early-1999. With a development cycle of a conservative one year... that's late-1997/1998. You're worse than Chap, atleast he's funny.